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I agree, this is my favorite 2D art style. It hurts me whenever someone refers to 2D and I get excited and then see a facebook/flash style 2D game. Nothing against those styles, but this stuff is much more appealing to me.

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I watched the Giant Bomb QL, and honestly I think that the game design looks pretty fun except for the fact that it really feels way too easy. For a game of this sort, there's really no point to that level of babied down balancing at all. Does anyone know if there's a hard mode from the start which doubles or triples the damage you get from attacks and lengthens the cooldown for all special attacks? I think that would make it maybe just right.

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Hopefully I get my monthly payslip come the 28th (nearly flat broke atm lol). Wanna put some time into this baby. he early impressions have helped give me an idea on how I should approach the game thankfully.

Thanks man. I guess just riffing off of duckroll's idea above, is there a hard mode available from the start? Also, how long, roughly, is the game? Apologies if these are the kind of questions you can't answer.

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Thanks man. I guess just riffing off of duckroll's idea above, is there a hard mode available from the start? Also, how long, roughly, is the game? Apologies if these are the kind of questions you can't answer.

I can't comment on total time, but I don't think that is really applicable. You will be replaying stages multiple times to gain XP, items, and to get higher ranks. And at the start there was no "hard mode."

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I can't comment on total time, but I don't think that is really applicable. You will be replaying stages multiple times to gain XP, items, and to get higher ranks. And at the start there was no "hard mode."

Banned

I'm kinda hyped for it because I love the MMZ games, though I'm not buying the gameplay gimmick just yet. I'll wait for release day and read impressions before deciding on whether to buy it straight away.

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As hard as paying the voice actors royalties is my guess. They can say whatever they want to give a reason "why," but ultimately I suspect they weighed anticipated sales versus the cost to pay the actors royalties per sale (Japanese or English, doesn't matter), and decided to just gut that part out of the game.

It's enjoyable to be able to breeze through the main game while learning how to wield Gunvolt's abilities with newfound confidence, but considering that most levels can be completed in about ten minutes, and there are just over ten to explore, it's also a bit deflating when the game runs out of new things for you to see. The challenges and the hunt for hidden items are worthwhile endeavors that will encourage you to play for a few additional hours, but you're still repeatedly retracing your steps, and this is Gunvolt's only downfall. That's not to say you won't find yourself going back in for just one more run, but this take on the core Mega Man formula ultimately runs out of new scenarios quicker than it deserves to given how exciting and fun it is to play.

Azure Striker Gunvolt is a wonderful return to the technical Mega Man formula found in multiple subfranchises after the "Classic" series ran its course. Between mastering every stage, collecting every jewel, and beating Mighty Gunvolt, Azure packs in more than most platformers on the market. Although there are a few problems that prevent it from achieving true greatness, this shouldn't be missed by any fan of the genre.

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My thing is, in all the gameplay videos I've seen, it's all about going as fast as possible, while I like to take my time and plan my moves. So I think that would hinder me. I know that sounds strange.

Member

My thing is, in all the gameplay videos I've seen, it's all about going as fast as possible, while I like to take my time and plan my moves. So I think that would hinder me. I know that sounds strange.